CHAPTER 02
Sparks & Glows | Page 12
CHAPTER 03
Sci-Fi | Page 20
CHAPTER 04
Underwater Scene | Page 30
CHAPTER 01
Introduction
This tutorial is aimed at the 3D artist and is
designed to show how Photoshop and the
principals of post-production can help enhance
a 3D render. The notion behind this tutorial is to
demonstrate how certain aspects within a scene
can be achieved via a 2D approach and yet still
work in harmony with the 3D components. In
fact this method can prove far more economical
in terms of time and effort, and can often yield
results that are just as effective in the context
of a still. During this tutorial we will look at a
few ways to add some particle effects that
could prove difficult and time consuming in a
3D environment. We will begin with a base 3D
render, which in this case is a scene created by
Christopher Tackett for the Pixologic challenge.
We will transform the scene by adding some fire
and smoke into the background and then apply
some heat haze to the foreground.
was to create this effect. As this is to be a still eye to some degree, but hopefully these areas in black bore a resemblance to flame
we can add the fire in 2D, which can work really techniques will be useful to artists who are not shapes. I selected these areas (Select > Color
well and save time adjusting parameters and proficient in painting and permit them to apply Range) and then copied and pasted these into
doing intensive render tests. the methods on offer and enhance their own the render. It is far easier in any post-production
workflow and post work. if your render is divided into separate layers
so that you can quickly paste selections into
In order to avoid a purely manual approach I different regions and still have the freedom to
have opted to use existing maps and images to move things around. In this case the character
build the components. With regard to the fire I was also supplied as an alpha channel and so
have chosen to utilise a dirt map, which can be I could paste the dirt map in behind him with
seen in Fig.02. ease. I selected the area behind him and then
pasted the dirt map into this selection area (Shift
I searched through a library until I found a + Ctrl + V). I then moved the different areas
pattern that most resembled flames. This around to create the pattern visible in Fig.03.
With the flames established I needed to add By using a few selection areas I built up a
some smoke and further effects to better denser volume of smoke around the fire
integrate it into the scene. The first step was (Fig.06). It is always useful to keep everything
to add smoke, which I did by using a photo of on separate layers. In this case it allowed me
clouds from the free reference library at: http:// to manipulate the different smoke components
freetextures.3dtotal.com/. I made a selection individually and move them around in order to
area around the clouds and then pasted it into experiment with the composition.
the render. It was then color corrected by way
of Image > Adjustments > Color Balance and The next phase concerns the creation of a
the brightness reduced so that it matched the softer, transitional edge around the flames and
scene. As with any section of an image it is making a glow that blends them with the smoke.
often necessary to use a soft edged Eraser to To do this, I again used another dirt map and
blend it in (Fig.05). selected just one aspect using Select > Color
modifying the selection area whilst ignoring any where there would be less light so be mindful of
After following this process I changed the feathering. The upper image in Fig.16 shows this when using this technique.
blending mode to Soft Light and then duplicated such a layer that, when combined with a few
the layer to exaggerate the effect. To add a feathered layers, adds stronger highlights along Fig.17 shows the cumulative effect which
sharper edge of light, I repeated the above steps the extreme edge of the warrior. You will notice involves a few layers incorporating different
One final filter that will complete the effect is and then applied the Wave to this. I wanted
a Wave, which is also found under the Distort to restrict it to the extreme foreground and so,
menu. Again the settings for this are entirely using Quick Mask Mode, I dragged a Linear
dependent on the scene and image size; Gradient from the bottom of the canvas up to
however these are roughly the ones I applied in the knee region at an angle that matched the
this instance (Fig.21). Again to limit this filter to ground (Fig.22). Back in Standard Mode I then
a specific region I duplicated the flattened layer deleted the upper section and merged this layer
with the Glass distortion. I applied a little Gaussian Blur to the distortion and
then flattened the PSD file, resulting in the final version (Fig.23).
I hope that this tutorial has offered some useful tips on creating complex
particle effects in Photoshop and shown that post work can prove a viable
alternative to 3D.I would like to extend my thanks to Christopher Tackett for
allowing the use of his great artwork for this project.
Richard Tilbury
For more from this artist visit:
http://www.richardtilburyart.com
Or contact them at:
ibex80@hotmail.com
www.3dtotal.com page 10 Chapter 01
Photoshop Post Effects Chapter 01: Fire Effect + Heat Haze
Introduction
This tutorial is aimed at the 3D artist and is
designed to show how Photoshop and the
principals of post-production can help enhance
a 3D render. The notion behind this tutorial is to
demonstrate how certain aspects within a scene
can be achieved via a 2D approach and yet still
work in harmony with the 3D components. In
fact, this method can prove far more economical
in terms of time and effort, and can often yield
results that are just as effective in the context
of a still. During this tutorial we will look at a
few ways to add some particle effects that
could prove difficult and time-consuming in a
3D environment. We will begin with a base 3D
render, which in this case is a foundry, and then
discuss the techniques used to add in smoke
and molten metal to give the scene a heated
atmosphere.
It was now time to start work on the vat of applied the settings seen in dialog box. The final
molten metal and create some heat (Fig.13). On result can be seen in the lower right image.
a new layer I created an elliptical selection area
that roughly matched the size and perspective To enhance the sensation of heat emanating
of the vat (1). I then filled this with a pure white from the centre of the vat I added a further layer
and erased around the ribs (2). I then went once (Fig.14). Using a soft round airbrush I painted
again to Layer > Layer Style > Outer Glow and in a small elliptical area of yellow using the
Final Touches
Because the background of the initial render
was black it needed to be lightened very
slightly in order to help situate the smoke more
convincingly. Using the objectID layer I selected
just the background (black area) and then, on
a new layer, filled in with a brown color similar
Richard Tilbury
For more from this artist visit:
http://www.richardtilburyart.com
Or contact them at:
ibex80@hotmail.com
Space
Photoshop Post Effects Chapter 03: Space
Chapter 03 - Space
Software used: 3ds Max & Photoshop
Introduction
This tutorial focuses on creating a space
environment that could make a suitable
backdrop to a sci-fi scene. As this is the main
focus I have prepared a space hangar that
deliberately leaves a large void that can be
filled in Photoshop. We shall begin with some
techniques used to create a star field and take
a look at the value of using a custom brush.
No space scene would feel complete without a
planet or two and so we will also look at how to
add these, alongside a nebula.
planet and Fig.11 is a stone wall that could be I applied the texture directly to my sphere
the basis for a moon. Fig.12 is similar to the without any UVW mapping and then rotated the
one I chose, which could also work. I suggest angle so that the general flow was horizontal
picking up your digital camera and taking a stroll instead of vertical (Fig.13). Using the default
– you will be surprised at how many common lighting I hit “Render” and then the planet was
and everyday surfaces can be transformed into ready to be exported (Fig.14). If you wish to
a planet, especially with a macro lens! control the direction and intensity of light then
in order to correct the color (Fig.20). Using a resulting in a far more vibrant planet (Fig.22).
combination of the Transform tools, Eraser You can also see here that I used the alpha
and the Clone Stamp I then edited the cloud channel from the initial TGA to select just the
composition until I was happy with it (Fig.21). exterior, and then trimmed the planet to fit within
the hangar opening.
The next step is to flatten all of these apparent in Fig.25 and increased the size of the
components into a single layer and adjust The final stage involves adding an atmosphere, glow to 250px. The finishing touch is the addition
the color balance and contrast using Curves, which is achieved using glows. I duplicated the of the thin outer atmosphere, which appears
planet layer and then added a glow via Layer > as a blue film around the circumference. To do
Layer Style > Outer Glow (Fig.23). this I selected the area around the planet and
then inverted this, therefore selecting just the
The glow will naturally follow the entire outline planet. I then went to Select > Modify > Expand
and we only want it along the curved edge so, and entered a value between 5 and 10. Using
using a soft eraser, I deleted all but the lower an appropriate color (blue in this case) I went to
portion which is visible in Fig.24. I repeated the Edit > Stroke and entered a value of around 3
procedure except this time I left just the area before applying some Gaussian Blur to soften it.
Nebula
The last feature we will add into our scene as
an alternative is a nebula, or interstellar cloud,
which often appears very psychedelic in color.
These vary dramatically, but are certainly a well-
known feature of space and worth exploring.
The great thing about nebulas is that they do not
seem to have any discernible structure and so
you can really be creative. The key technique is
to separate out your layers and experiment with
the blending modes and color schemes, as you
will be able to produce a whole array of different
clouds from a limited number of layers.
Transparent preset, I dragged from the middle layers. In the first (upper left) I added another being on the left. These were done using the
outward using a pale pink, as shown in Fig.28. small cloud using the same pink and blending same techniques covered earlier in the tutorial,
The blending mode was then set to Linear mode apparent in Fig.28. The Soft airbrush with the smaller of the two clusters utilizing the
Light, which gave the nebula an ethereal glow is the best tool for this job, especially with the custom brush.
emanating outward from the center. You will opacity turned down, as it conveys a quality that
notice on the right that I used a soft eraser to resembles the dispersion of gas. Here is the final version. With the layers
reveal a few lines that look like clouds, which remaining intact, it is easy to experiment with
helps break up the symmetry a little. The next layer incorporated a different color, the colors and change the composition (Fig.30).
but this time the blending mode was set to Soft
The following four images (Fig.29) examine the Light (upper right). The bottom two images This completes the tutorial, which I hope has
process of building the detail using separate reveal two sizes of star clusters, the largest given you some useful pointers for tackling your
Richard Tilbury
For more from this artist visit:
http://www.richardtilburyart.com
Or contact them at:
ibex80@hotmail.com
CHAPTER 04
Underwater Scene
Photoshop Post Effects Chapter 04: Underwater
Chapter 04 - Underwater
Software used: 3ds Max & Photoshop
Introduction
This tutorial explores how to transform a regular
scene into an underwater environment. We will
begin with a base 3D render, which in this case
is a scene created by Yannick Lecoffre that he
has very kindly given us permission to use. The
scene depicts a small bar in Paris and so we
will imagine that through some terrible natural
disaster the city has become engulfed by the
sea and is now completely submerged. If we
ignore the title it is also plausible to see the
scene as a bar on a luxury ocean liner that has furniture and walls, as well as some barnacles To do this I created a new layer and then used
sunk and now resides at the bottom of the sea etc. However as we are transforming a render the Gradient tool, making sure to select the
somewhere. that was not been intended to be underwater Foreground to Background preset (Fig.03). I
we will assume it has just been flooded and so selected an aquamarine blue as the color for
Fig.01 shows the original render by Yannick. still looks quite pristine. We will also assume one end of the gradient and a slightly darker
We can see that the main light source is coming that the water is not too deep and so there is version for the opposite side, and then dragged
from the window on the right. If one was setting still a reasonable level of light streaming through this across the image, making sure that the
up a render in preparation for some Photoshop the window, which will conform to the current lighter shade was on the window side. Once
work, then it follows that the lighting and any lighting. done I set the blending mode to Vivid Light at
special conditions would be set up beforehand 100% opacity.
in order to support the post-work and minimize The first port of call is to duplicate the render, so
the level of adjustment. Regarding the case in I went to Image > Adjustments > Levels. As the light is now more diffuse and less intense
question, the light would probably have been Here I reduced the brightness of the overall it is necessary to restrict its effect further by
less intense given the eventual conditions and image and narrow the tonal range to make darkening the foreground somewhat. I created a
perhaps there would have been some bottles the whites darker and the blacks a little lighter new layer and then, using the Gradient tool once
and debris floating around the room. If you want (Fig.02). more, I chose a dark green and dragged from
to depict a scene that had been submerged the left-hand edge across to the opposite side.
for any length of time then you may also want The next phase is to change the color scheme This time I used the Foreground to Transparent
to create some grunge textures to coat the so that the scene looks as if it is underwater. preset, which has been made visible on a white
opt to use the Vanishing Point filter if you are 3D scenes. These approaches do follow some
struggling. The decision over which map to use easy steps, but as with anything visual there is
and how you blend each into your render will always room for interpretation and therefore you
require some degree of artistic merit as there will need to make decisions about which aspects
are no strict formulas to follow when enhancing to erase once the maps have been copied in.
In order to give the picture a more realistic layer in Fig.02 and going to Filter > Noise > Add result of these two filters in the lower image in
sense of being underwater it helps to degrade Noise (see settings in Fig.13). After applying Fig.13, which includes the Dirt map particles,
it somewhat by way of some subtle noise and this I went to Filter > Blur > Gaussian Blur and and compare it to the crisp version above.
blurring. I achieved this by selecting the levels set the Radius to around 0.6. You can see the Another aspect that is also common to
underwater environments is the sight of air
bubbles. Ideally we would have a library of free
images at hand that we could simply copy into
our scene, but as these often carry restrictions
we shall look for an alternative solution. I again
turned to my trusted library of Dirt maps in order
to find something that could work, which in
this case was a map called “tile02medium05”
(Fig.14).
around 75% opacity. production can prove both a useful and valid http://www.richardtilburyart.com
alternative to 3D with respect to creating certain Or contact them at:
This concludes the transformation of the bar into effects, and be of some help in your future ibex80@hotmail.com